Thursday, 23 February 2012

day 60

SHOT 040 and SHOT 050 ALL RENDERED

BUT!

I HAVE RENDERED IN TIF FORMAT ALL ALONG! AHHHHHHHH!!!!! but its doesnt matter...right?

4:30pm Shot 060 have also been rendered! but also in tif format.

WILL RENDER SHOT 060 IN EXR FORMAT!

i gave all of it to Rap for comp already.

oh and the problem yesterday was because in those frames, nothing can be seen hence the blackness.

Wednesday, 22 February 2012

day 59


shot 040 still rendering.

shot 020 rendered already for taufiq to comp.



problem. for shot 040 frame 1 to 15 appears to be black.

will re render.





i have set up render for shot 050.

Tuesday, 21 February 2012

day 58


Shot 020 is still rendering. Luckily Mr TK had installed one more render
node for us to use.

set up render for shot 040 with the new camera.

see you guys tommorow!

Monday, 20 February 2012

day 57

Came back from a wonderful weekend to see shot 020 has been rendered. Taufiq comped it out and this is what i got!


However there seems to be a problem.

 i didnt matte shade the statue falling simulation. so i had to re render.


re rendering shot 020
set up systems for shot 040 and 050. ropped out.
Mr douglas came to block shot 040 050 and a new shot 060.

getting the new camera tommorow and render.

We are running out of time!!!!


Friday, 17 February 2012

day 56


okay so for shot 020 i just increased the force from -100 to -170 to make the hail drop after collision regardless
of the fast falling camera

rendering now.

have a great weekend all!

Thursday, 16 February 2012

day 55


Mr douglas came by and reviewed my hail
he likes it but now he wants the collided particles
to emit more.
playblasting now to see the look then rendering.

and the shot 020 still can see the hail flying up.
gonna just keep increasing the force till the hail
cant fly up >:(
for shot 020 i need to take the extra buildings from at
proxy them and sim it. if its all good then, awesome.

shot 010:
in the split node i increased the number from 5-10 i changed it to 30-50
and in the point sop that affects the scale of the split particles i decreased the size.


old

new

Wednesday, 15 February 2012

day 54

Things are going well.
Still rendering shot 010 for comp and worked on shot 020 and flipbooked it for Mr Douglas to see tommorow.


Tuesday, 14 February 2012

day 53

Had a problem with the motion blur.

When i render the foreground clouds the in some frames the hailstone seems to go haywire like this.
frame24

frame25
so i researched on why this is happening and how to solve it and i found this.

So i worked on it...

frame 24 solved
previously i used trail sop to compute velocity.
But i found that this is not recommended in particles

so yeah! happy day! rendering shot 010 now!

Monday, 13 February 2012

day 52


worked on the background hail storm with motion blur and such. and this is what i got at the end of the day.

with motionblur and all.
With foreground hail that interacts with the building.
Still got some more tweaks to do for it.

Friday, 10 February 2012

day 51

Working with Taufiq comp shot 010 together with my hail to make the colour and tone match with Atiqah's Hailstone.

As well as working on shot 020 hail.

Told that i need to put in some background hail for shot 010 to make it look more messy and chaotic.

Working on it.

Thursday, 9 February 2012

day 50

New Shader (ice shader tweaked)


With Taufiq's clouds as background.

Motion blur added.
Shot010_new took 12 hours to render. Really need to find out how to speed it up.

Caching out hailstones for shot 020. Caching two speeds for the client.

Wednesday, 8 February 2012

day 49

Was advised by Mr Michael to pick points individually to interact with the building so as to speed up the render.

but it was too troublesome, so im trying to find out another alternative to speed up the render.

and to also match the speed and direction with Atiqah's hailstone.

Atiqah gave me her velocity and taught me how to match her velocity to mine by giving me her velocity sop and match it in my point node. I divided it by half because it still looked too fast as compared the Atiqah's big hailstone.

Tuesday, 7 February 2012

day 48

Came back to find the render turn out fine.


But i had to retweak the shader to make it look like more of an icy look.

This is my reference picture.


4pm : the system seems to be lagging like crazy. i had to find out why. because it is affecting my productivity. render time seems to be super slow now.

This is what i got at the end of the day.

Monday, 6 February 2012

day 47

Did a weekend render and came back with the bumpy glass shader not to my liking. so i revert back to the uneditted Ice shader and did a full HD render for taufiq to composite since we are running out of time.

Friday, 3 February 2012

day 46

Another non productive day. Mr Ron still was busy so i decided to use another shader called the bumpy glass shader. It works fine for now. have a great weekend!

Thursday, 2 February 2012

day 45

Unproductive day today. Mr Ron was busy and im stuck. doing research on why the ice shader gone haywire like that. i need Mr Ron!

Wednesday, 1 February 2012

day 44

Mr Ron came by and help me with the shader. He tried to tweak Atiqah shader and told me this shader just wont do. So we use houdini's Old shader. which was saved by Wei Jie (the previous batch that work on the shot.

It looks fine. Houdini had this ice cube shader that can work. it just needs a little tweaking. Mr Ron taught me a little on shaders and what to tweak to get the desired effect.

So i tweaked and tweaked and something went wrong.

the split particles will increase in size under the ice cube shader.
Stayed overnight to work on the shader. I decided to use the bumpy glass shader because it works almost the same.

Tuesday, 31 January 2012

day 43

Another non productive day.

Mr Ron came by and he said he is going to help me with the shader tommorow so i hope i get back my 2 days.

Monday, 30 January 2012

day 42

Tried my hand at a crash course in shaders. Tried to self learn this stuff.

I dont understand anything!

Everyones busy!

Not a productive day at all.

Friday, 27 January 2012

day 41

Mr Douglas came and saw my progress. He likes it and he said its time to put in shaders and incorporate them to the shots.

I was happy that he liked my progress but i dont know anything about shaders, so Atiqah helped me by giving me her light explosion shader for a start.

It doesnt look like ice but she thaught me how to tweak certain stuffs to get that ice look.

but after much tweaking i still couldnt not get the look i want.

will continue on Monday.

Have a great weekend!

Thursday, 26 January 2012

day 40

YAY! managed to get the particles react with different surfaces at the same time!


i just created another surface and attached the context geometry of the grass collision network to the geometry. i made that geometry green to differentiate. it was so simple.

Wednesday, 25 January 2012

day 39

for a whole day i was stumped on how to make the particles collide on different surfaces AT THE SAME TIME.

So i created an OTL instead. the surfaces have a switch so you can tell the particles which surface it is going to react with.

Friday, 20 January 2012

day 36

Shown to Mr douglas my progress for the Hail stones.

He likes it.

Now im trying to figure out how to make the particles react to different types of surfaces like grass.

I have made one for concrete, which will break apart once collided

for grass, from the reference video i watched, it will just bounce.

May be ill try to make an OTL on it.

Thursday, 19 January 2012

day 35

Continue.

Now it looks all the same size at the particles that fall from source

point node

Random String to the scale.

Wala'! Progress for the moment.

Wednesday, 18 January 2012

day 34

Continue.

added ANOTHER collision but only reacted it to the split node which i named (boombaby)
and i made it slide on collision


the attributes of the split node i made it add to inherited geometry so it will spread out after collision

Like this. 


i added a random string to the scale of the  split node so the particles that split from the original particle will be smaller.

added a drag node to slow down the particles after the collision.
Will continue tommorow. looks good so far.

Tuesday, 17 January 2012

day 33

okay now for setting up the collision of the particles.

i added a collision node to the popnet



second context geo because the surface that im colliding to is connected to the second port.
in the collision node i changed the bounce


i attached the split node to only react with the collided particles (which i group them named ' boom')

color node
changed the color of the particles that collide on the surface.
it will look like this.

added a force node.

change the force to -9.8 which is the gravitational force.

 Will continue tommorow.